Bat (Vampire)

(Encounter Level: 1 - 3)

Monster Type

Animal

Strength

1d4

Hitpoints

2d4 (average: 7)

Intelligence

1d2

Alignment

Malevolent

Wisdom

1

Attacks

1/1

Faith

1d4

Parries

1/1

Dexterity

2d6

BatCh

18

Constitution

2d4

Base AC

5

Charisma

1

Movement (Run)

-

Comeliness

2

Movement (Fly)

15// (Class C)

Sense Presence

-

Movement (Swim)

-

Lowlight/Infravision

0 / 10//

Movement (Burrow)

-

Detect Motion Vectors

10 //

Spirit Points

1d4 (average: 3)

Number per encounter

3 to 6

Empathic Rating

0

Frequency

Common

Empathic Resistance

0

Size Class

2

 

Base Saving Throws

 

Save vs. Poison

16

Save vs. Death Magic

16

Save vs. System Shock

14

Save vs. Magical Weapon

16

Save vs. Spiritual Power

18

Save vs. Area Effect

14

Save vs. Sleep/Charm

18

 

Attacks/Defenses: Bite: 1d2 points of damage

Ability Drain: When making an attack, the victim must make a Save vs. System Shock or lose 1 point of Endurance. Vampire Bats that have successfully stolen 4d4 points of Endurance break off the attack and retreat once their feeding is complete.

Echolocation: Blinding effects are useless against Bats so long as they can use their echolocation ability.

Description: Unlike normal Bats, Vampire Bats have a taste for both cruelty and blood. While they will generally prey upon insects like most Bats, Vampire Bats will attack warm-blooded creatures in swarms, seeking to drink their blood. These creatures nest in caves and abandoned buildings, and often in large numbers. Vampires use these Bats as animal companions and can even turn into them.